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📄 m_gunner.pas

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{----------------------------------------------------------------------------}
{                                                                            }
{ File(s): game\m_gunner.c                                                   }
{                                                                            }
{ Content: actor animation methods                                           }
{                                                                            }
{ Initial conversion by : Slavisa Milojkovic [keeper@milnet.co.yu]           }
{ Initial conversion on : 08-Apr-2002                                        }
{                                                                            }
{ This File contains part of convertion of Quake2 source to ObjectPascal.    }
{ More information about this project can be found at:                       }
{ http://www.sulaco.co.za/quake2/                                            }
{                                                                            }
{ Copyright (C) 1997-2001 Id Software, Inc.                                  }
{                                                                            }
{ This program is free software; you can redistribute it and/or              }
{ modify it under the terms of the GNU General Public License                }
{ as published by the Free Software Foundation; either version 2             }
{ of the License, or (at your option) any later version.                     }
{                                                                            }
{ This program is distributed in the hope that it will be useful,            }
{ but WITHOUT ANY WARRANTY; without even the implied warranty of             }
{ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.                       }
{                                                                            }
{ See the GNU General Public License for more details.                       }
{                                                                            }
{----------------------------------------------------------------------------}
{ Updated on : 3-Mar-2002                                                    }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on:                               }
{ - g_local.pas                                                              }
{----------------------------------------------------------------------------}
{ * TODO:                                                                    }
{----------------------------------------------------------------------------}


{
==============================================================================

GUNNER

==============================================================================
}
unit m_gunner;


interface

uses g_local;

// Taken from m_gunner.h
// This file generated by ModelGen - Do NOT Modify

const
  FRAME_stand01           = 0;
  FRAME_stand02           = 1;
  FRAME_stand03           = 2;
  FRAME_stand04           = 3;
  FRAME_stand05           = 4;
  FRAME_stand06           = 5;
  FRAME_stand07           = 6;
  FRAME_stand08           = 7;
  FRAME_stand09           = 8;
  FRAME_stand10           = 9;
  FRAME_stand11           = 10;
  FRAME_stand12           = 11;
  FRAME_stand13           = 12;
  FRAME_stand14           = 13;
  FRAME_stand15           = 14;
  FRAME_stand16           = 15;
  FRAME_stand17           = 16;
  FRAME_stand18           = 17;
  FRAME_stand19           = 18;
  FRAME_stand20           = 19;
  FRAME_stand21           = 20;
  FRAME_stand22           = 21;
  FRAME_stand23           = 22;
  FRAME_stand24           = 23;
  FRAME_stand25           = 24;
  FRAME_stand26           = 25;
  FRAME_stand27           = 26;
  FRAME_stand28           = 27;
  FRAME_stand29           = 28;
  FRAME_stand30           = 29;
  FRAME_stand31           = 30;
  FRAME_stand32           = 31;
  FRAME_stand33           = 32;
  FRAME_stand34           = 33;
  FRAME_stand35           = 34;
  FRAME_stand36           = 35;
  FRAME_stand37           = 36;
  FRAME_stand38           = 37;
  FRAME_stand39           = 38;
  FRAME_stand40           = 39;
  FRAME_stand41           = 40;
  FRAME_stand42           = 41;
  FRAME_stand43           = 42;
  FRAME_stand44           = 43;
  FRAME_stand45           = 44;
  FRAME_stand46           = 45;
  FRAME_stand47           = 46;
  FRAME_stand48           = 47;
  FRAME_stand49           = 48;
  FRAME_stand50           = 49;
  FRAME_stand51           = 50;
  FRAME_stand52           = 51;
  FRAME_stand53           = 52;
  FRAME_stand54           = 53;
  FRAME_stand55           = 54;
  FRAME_stand56           = 55;
  FRAME_stand57           = 56;
  FRAME_stand58           = 57;
  FRAME_stand59           = 58;
  FRAME_stand60           = 59;
  FRAME_stand61           = 60;
  FRAME_stand62           = 61;
  FRAME_stand63           = 62;
  FRAME_stand64           = 63;
  FRAME_stand65           = 64;
  FRAME_stand66           = 65;
  FRAME_stand67           = 66;
  FRAME_stand68           = 67;
  FRAME_stand69           = 68;
  FRAME_stand70           = 69;
  FRAME_walk01            = 70;
  FRAME_walk02            = 71;
  FRAME_walk03            = 72;
  FRAME_walk04            = 73;
  FRAME_walk05            = 74;
  FRAME_walk06            = 75;
  FRAME_walk07            = 76;
  FRAME_walk08            = 77;
  FRAME_walk09            = 78;
  FRAME_walk10            = 79;
  FRAME_walk11            = 80;
  FRAME_walk12            = 81;
  FRAME_walk13            = 82;
  FRAME_walk14            = 83;
  FRAME_walk15            = 84;
  FRAME_walk16            = 85;
  FRAME_walk17            = 86;
  FRAME_walk18            = 87;
  FRAME_walk19            = 88;
  FRAME_walk20            = 89;
  FRAME_walk21            = 90;
  FRAME_walk22            = 91;
  FRAME_walk23            = 92;
  FRAME_walk24            = 93;
  FRAME_run01             = 94;
  FRAME_run02             = 95;
  FRAME_run03             = 96;
  FRAME_run04             = 97;
  FRAME_run05             = 98;
  FRAME_run06             = 99;
  FRAME_run07             = 100;
  FRAME_run08             = 101;
  FRAME_runs01            = 102;
  FRAME_runs02            = 103;
  FRAME_runs03            = 104;
  FRAME_runs04            = 105;
  FRAME_runs05            = 106;
  FRAME_runs06            = 107;
  FRAME_attak101          = 108;
  FRAME_attak102          = 109;
  FRAME_attak103          = 110;
  FRAME_attak104          = 111;
  FRAME_attak105          = 112;
  FRAME_attak106          = 113;
  FRAME_attak107          = 114;
  FRAME_attak108          = 115;
  FRAME_attak109          = 116;
  FRAME_attak110          = 117;
  FRAME_attak111          = 118;
  FRAME_attak112          = 119;
  FRAME_attak113          = 120;
  FRAME_attak114          = 121;
  FRAME_attak115          = 122;
  FRAME_attak116          = 123;
  FRAME_attak117          = 124;
  FRAME_attak118          = 125;
  FRAME_attak119          = 126;
  FRAME_attak120          = 127;
  FRAME_attak121          = 128;
  FRAME_attak201          = 129;
  FRAME_attak202          = 130;
  FRAME_attak203          = 131;
  FRAME_attak204          = 132;
  FRAME_attak205          = 133;
  FRAME_attak206          = 134;
  FRAME_attak207          = 135;
  FRAME_attak208          = 136;
  FRAME_attak209          = 137;
  FRAME_attak210          = 138;
  FRAME_attak211          = 139;
  FRAME_attak212          = 140;
  FRAME_attak213          = 141;
  FRAME_attak214          = 142;
  FRAME_attak215          = 143;
  FRAME_attak216          = 144;
  FRAME_attak217          = 145;
  FRAME_attak218          = 146;
  FRAME_attak219          = 147;
  FRAME_attak220          = 148;
  FRAME_attak221          = 149;
  FRAME_attak222          = 150;
  FRAME_attak223          = 151;
  FRAME_attak224          = 152;
  FRAME_attak225          = 153;
  FRAME_attak226          = 154;
  FRAME_attak227          = 155;
  FRAME_attak228          = 156;
  FRAME_attak229          = 157;
  FRAME_attak230          = 158;
  FRAME_pain101           = 159;
  FRAME_pain102           = 160;
  FRAME_pain103           = 161;
  FRAME_pain104           = 162;
  FRAME_pain105           = 163;
  FRAME_pain106           = 164;
  FRAME_pain107           = 165;
  FRAME_pain108           = 166;
  FRAME_pain109           = 167;
  FRAME_pain110           = 168;
  FRAME_pain111           = 169;
  FRAME_pain112           = 170;
  FRAME_pain113           = 171;
  FRAME_pain114           = 172;
  FRAME_pain115           = 173;
  FRAME_pain116           = 174;
  FRAME_pain117           = 175;
  FRAME_pain118           = 176;
  FRAME_pain201           = 177;
  FRAME_pain202           = 178;
  FRAME_pain203           = 179;
  FRAME_pain204           = 180;
  FRAME_pain205           = 181;
  FRAME_pain206           = 182;
  FRAME_pain207           = 183;
  FRAME_pain208           = 184;
  FRAME_pain301           = 185;
  FRAME_pain302           = 186;
  FRAME_pain303           = 187;
  FRAME_pain304           = 188;
  FRAME_pain305           = 189;
  FRAME_death01           = 190;
  FRAME_death02           = 191;
  FRAME_death03           = 192;
  FRAME_death04           = 193;
  FRAME_death05           = 194;
  FRAME_death06           = 195;
  FRAME_death07           = 196;
  FRAME_death08           = 197;
  FRAME_death09           = 198;
  FRAME_death10           = 199;
  FRAME_death11           = 200;
  FRAME_duck01            = 201;
  FRAME_duck02            = 202;
  FRAME_duck03            = 203;
  FRAME_duck04            = 204;
  FRAME_duck05            = 205;
  FRAME_duck06            = 206;
  FRAME_duck07            = 207;
  FRAME_duck08            = 208;

  MODEL_SCALE    = 1.150000;

procedure gunner_stand (self: edict_p); cdecl;
procedure gunner_fire_chain(self: edict_p); cdecl;
procedure GunnerGrenade (self: edict_p); cdecl;

procedure SP_monster_gunner(self: edict_p); cdecl;

implementation

uses g_main, q_shared, g_ai, g_local_add, GameUnit, g_misc, g_utils,
  m_flash, g_monster, game_add, CPas;

var
  sound_pain,
  sound_pain2,
  sound_death,
  sound_idle,
  sound_open,
  sound_search,
  sound_sight: integer;


procedure gunner_idlesound (self: edict_p); cdecl;
begin
  gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
end;

procedure gunner_sight (self, other: edict_p); cdecl;
begin
  gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
end;

procedure gunner_search (self: edict_p); cdecl;
begin
  gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);

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